This is the design of a Witchmueller Orb when used by a Player Character. An NPC, of course, can make the thing do anything the game needs it to do.
The user must concentrate the activation time to make the power go. After the power effect is realized, the user must concentrate the disengagement time to put down the stone, and before other actions can be taken, short of running and talking. No weapons may be wielded or non-stone spells cast while the stone and user are linked.
"Training by experienced Witchmueller" can occur between games, AFTER the Orb comes into the possession of the Player Character Witchmueller, OR during a game when a more experienced Witchmueller is present. All other powers that the Orb can do cost Purchase Points, just like spells from the Spell list. Once you are capable of a skill on YOUR orb, you can use other orbs as well, but the concentration times are DOUBLED on an Orb not your own.


Power
Limitations
Range
Concentration time to activate
Concentration time to disengage
Cost to Use this power
Notes
Detect Evil

100 feet

15 sec
Training by experienced Witchmueller
As per the spell, extended range
Detect Evil

Game extent
5 minutes
1 minute
Training by experienced Witchmueller
As per the spell, extended range
Light

Special
15 sec
15 sec
1 Purchase Point
Component must be minimag flashlight aimed into Orb (or at if not translucent)
Comprehend Evil
2x/day
10 feet
5 min
5 min
10 PP
Arcane spell, see below
Call / Repel Undead
3x/day
10 feet
1 min
1 min
Training by experienced Witchmueller
Calls Undead as per the spell, but the stone becomes like a Restorative Mage
Repel Undead

10 feet
30 sec
15 sec
2 pp separates this ability from above
as per Restorative Mage Ability
Call Undead
3x/day
Special
1 min
1 min
2 pp separates this ability from above
As per the spell
Destroy Lesser Undead
1x/day
10 feet
1 min
1 min
5 PP
As per the spell
Speak with Dead / Undead
3x/day
Touch
5 min
5 min
5 PP
As per the spell
Destroy Greater Undead
1x/game
Touch
15 min
60 min
10 PP
Arcane Spell - see below
Spell Name: Comprehend Evil (Arcane Spell) Exception: Currently only available through a Witchmueller Orb
Prerequisite: Must be able to Detect Evil using the Orb
Duration: Instant Range: 10 feet
Counter Spells: SUPPRESS AURA
Marker: None
Special Component: Witchmueller Orb
Special: None Description When cast, this spell acts similarly to a COMPREHEND MAGIK spell, in that it provides the caster a very detailed understanding of the target of the spell. In this case, though, the target must be a being or item that is demonic, death magik, or undead. The types of information one can learn using this spell are: True Names of demons and their home plane, the weaknesses in the magik bindings that created a particular undead creature, and really anything else that seems appropriate to the GM of the game. The target must be within ten feet of the caster, but the caster need not in any way express in-game who or what the target is. This is not an area effect similar to DETECT MAGIK, you must express a particular item or being. Purchase Points: This spell cannot be purchased by a spell caster. An Orb wielder must spend 10PP to acquire the ability to cast this magik.


Spell Name: Destroy Greater Undead (Arcane Spell)
Exception: 1 time per Campaign Event / can only be cast using a Witchmueller Orb
Prerequisite: Orb wielder must have mastered all the other capabilities of the Orb before this spell can be learned / purchased
Duration: Instant
Range: 10 feet Counter Spells: None
Marker: None
Special Component: Witchmueller Orb
Special: None Description This spell destroys one Greater Undead creature within the range of the spell. If you are unfortunate to have more than one to choose from, you must designate your target as you activate this power. Once cast, the Target Undead crumbles / vanishes, or otherwise is destroyed. The spell cannot be countered.
Purchase Points: This spell cannot be purchased by a spell caster. An Orb wielder must spend 10PP to acquire the ability to cast this magik.